Gaming and learning system using sloped surfaces

ABSTRACT

A gaming system for providing a handicapped level of competition between two or more players is provided. The gaming system may include a launch area, a target, and a runway extending between the launch area and the target. The runway may have a runway slope having an angle of between about 3 and 22 degrees from horizontal such that an elevation of the launch area is above or below an elevation of the target. The runway slope may handicap a difficulty level of a competition for two or more players attempting to advance a projectile toward a target by making the difficulty level more difficult for at least one player, easier for at least one player, or both.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Patent Application No. 62/053,632 filed Sep. 22, 2014, entitled “GAMING AND LEARNING SYSTEM USING SLOPED SURFACES,” the entire disclosure of which is hereby incorporated by reference, for all purposes, as if fully set forth herein.

BACKGROUND OF THE INVENTION

Target hitting games are often played by groups of people of varying skill levels. Conventional target games are designed such that more experienced or more skilled players have a distinct advantage over less experienced or less skilled players. Oftentimes, less experienced or less skilled players lack the power, accuracy, consistency, and/or other skill to continuously advance a projectile toward a target. Due to this, players of varying skill levels, such as beginners and advanced players, may have a difficult time competing against one another on a level playing field. Embodiments of the present invention provide solutions to these and other problems.

BRIEF SUMMARY OF THE INVENTION

Embodiments of the invention provide systems for handicapping various games involving advancing a projectile toward a target. Natural handicaps may be created by varying features of the terrain of the course and/or by varying the equipment used. Terrain considerations that affect a handicap may include slope, course materials, distance from a start or launch area to a target or other course features, and positioning of the various course features. The natural handicaps enable players of all ability levels to compete on a level playing field.

In one aspect, a gaming system for providing a handicapped level of competition between two or more players is provided. The gaming system may include a launch area, a target, and a runway extending between the launch area and the target. The runway may have a runway slope having an angle of between about 3 and 22 degrees from horizontal such that an elevation of the launch area is above or below an elevation of the target. The runway slope may handicap a difficulty level of a competition for two or more players attempting to advance a projectile toward a target by making the difficulty level more difficult for at least one player, easier for at least one player, or both.

In another aspect, a gaming system may include a launch area, a target, a runway extending between the launch area and the target, and a bumper slope positioned between the runway and the target. The runway may have a runway slope having an angle of between about 3 and 22 degrees from horizontal such that an elevation of the launch area is above or below an elevation of the target. The runway slope may handicap a difficulty level of a competition for two or more players attempting to advance a projectile toward a target by making the difficulty level more difficult for at least one player, easier for at least one player, or both. The bumper slope may include an upslope extending above a base of the runway and toward the target. The bumper slope may be configured to reduce momentum of a rolling projectile to modify the difficulty level of the competition.

In another aspect, a method of handicapping a competition between two or more players is provided. The method may include determining a desired difficulty level of a competition for two or more players attempting to advance a projectile toward a target. The method may also include providing a launch area, the target, a runway extending between the launch area and the target, and a bumper slope positioned between the runway and the target. The method may further include selecting a slope of the runway, an upslope of the bumper slope, and a slope of the target based on the desired difficulty level to make the competition more difficult for at least one player, easier for at least one player, or both. The method may include selecting a material and a texture of the target based on desired difficulty level.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a gaming system with a runway having a downward slope, according to embodiments of the invention.

FIG. 2 depicts a gaming system with a runway having an upward slope, according to embodiments of the invention.

FIG. 3 depicts a gaming system having inward side slopes, according to embodiments of the invention.

FIG. 4 shows a station having a bumper slope extending along a front edge of a target according to embodiments of the invention.

FIG. 5 shows a station having bumper slopes extending along a portion of a front edge of a target according to embodiments of the invention.

FIG. 6 shows a bumper slope formed between a runway and a target according to embodiments of the invention.

FIG. 7 shows a bumper slope formed between a runway and a target according to embodiments of the invention.

FIG. 8 shows a bumper slope formed between a runway and a target according to embodiments of the invention.

FIG. 9 shows a flowchart of a process of handicapping a competition according to embodiments of the invention.

DETAILED DESCRIPTION OF THE INVENTION

Embodiments of the invention provide natural handicaps for a variety of sports and/or games that are played on a course. For example, sports and/or games such as bowling, throwing an object such as a ball closest to a target, lawn bowling, golf, lawn darts, croquet, Frisbee golf, “HORSE,” betting games, and other games involving a course, equipment, and/or involve an element of distance and/or control. The natural handicaps enable players of all ability levels to compete on a level playing field. This is especially useful for corporate events, charity events, tournaments, and social outings where players of different skill levels play together. In particular, players of different ability levels may start and finish at the same locations and have similar scores using the natural handicaps described herein. Natural handicaps may be created by varying features of the terrain of the course and/or by varying the equipment used. Terrain considerations that affect a handicap may include slope, course materials, distance from a start or launch area to a target or other course features, and positioning of the various course features. Additionally, by using the slope of terrain, gaming systems may be installed in areas of land that are otherwise relatively unusable.

Some specific embodiments of the invention provide systems for handicapping various games involving advancing a projectile toward a target. Advancing a projectile may include, but is not limited to, launching, throwing, hitting, kicking, rolling, or otherwise propelling a projectile toward a target. The gaming systems described herein level the playing field such that players of all ability levels may compete with one another. The system may utilize a selection of terrain and/or gaming facility features, as well as equipment choices to level the competition level. Playing areas and/or training facilities may include one or more stations that have at least one start or launch area, a target, and a runway and/or playing surface extending between the launch areas and the target. Embodiments include systems and methods for making games easier for less experienced or less skilled players and/or making games harder for advanced players. The amount of handicapping may be adjusted by combining various features of the invention as well as adjusting the degree of effect of the features. As used herein, the term “advanced player” refers to a highly skilled player. The term “beginner player” refers to a less skilled player.

One feature a of course that may be used to level the playing field between a beginning player and an advanced player is the slope of the runway or other playing surface extending between a launch area and a target. Advanced players often hit, kick, throw, and roll projectiles farther and/or more accurately than beginning players due to factors such as greater experience, control, and/or strength. Beginning players, especially children and elder participants or players, may find it difficult to advance the projectile a long distance, and as a result find it hard to compete with more advanced players. In some embodiments, the runway or other playing surface may be sloped downward, such that the launch area is elevated relative to the target. In some embodiments, an angle of this slope may be between about 3° and 22° from horizontal, more commonly between 7° and 18°. In some embodiments, a course or training facility may include multiple stations having launch area, runway, and/or target slopes within these ranges. In some courses and/or training facilities, every station may have these slope characteristics. Such courses provide consistent handicapping levels on each station throughout the entire course.

By having the runway slope down from the launch area to the target, beginning players have an easier time advancing the projectile, as the downward slope of the runway allows the projectile to continue rolling toward the target. This enables the beginning players to compete more evenly with an advanced player who may be able to advance a projectile or other object much farther. For example, when playing a short station, a player ideally should advance the projectile roughly the distance from the launch area to the target in a single attempt. This distance may be very reasonable for an advanced player, but many beginning players may struggle advancing the projectile this distance. A downward sloping runway allows a beginning player to advance the projectile a short distance, allowing the slope of the runway to carry the projectile closer to the target. The slope may allow the attempt to reach a distance comparable to that of an advanced player, making a more even playing field between the players of different ability levels. As the angle of the slope is increased, the field-leveling effect is increased, as projectiles will be able to roll farther with the greater slope angle. In some embodiments, an upward sloping runway may be used to further enhance any advantage a more skilled player may have.

Another slope that may be used to handicap a course is a bumper slope between the runway and the target. Rolling projectiles that strike the bumper may pop up and/or slow down. This makes it easier for a player to stop a rolling projectile on the target. The more severe the slope of this bumper is, the more the momentum of the rolling projectile is reduced. More gradual bumper slopes may do very little to slow a rolling projectile, reducing the amount of handicapping of the course. In some embodiments, the natural slope made from the juncture of the downward sloping runway and a flat or upward sloping target may act as a bumper slope. Bumper slopes may also be created by creating separate sloped surfaces that connect the runway with the target. For example, a bumper slope may include a bump or dip that extends between at least a portion of runway and the target. A projectile may roll down the runway and hit an upslope of the bump or dip, which causes the rolling projectile to slow down. In some embodiments, the bumper slope may be created by elevating the target above a lower end of the runway. The surface that connects the lower end of the runway and the elevated target may form an upward sloping bumper slope. In some embodiments, the bumper slope may extend along one or more sides of a target. In other embodiments, a bumper slope may be included on one or more portions of a side of the target.

Bumper slopes may have constant or variable slope angles. In some embodiments, a bumper slope may have different amounts of slope, variable and/or constant, along the length of the bumper slope. The height of the bumper slope may also be adjusted to alter how much a rolling projectile is slowed down upon contacting the bumper slope. As the height of the bumper slope is increased, the slowing effect is increased.

In some embodiments, the launch area, runway or other playing surface may be sloped laterally inward and/or outward to handicap a station. For example, the runway and/or other playing surface may be sloped inward on one or both sides. The inward slope may funnel offline attempts back toward the center of the station and/or to the target. When used in combination with a downslope, the inward side slope helps short and/or wayward shots advance much closer to the target, placing a beginning player on a more even playing field with an advanced player.

The runway may also have different slopes to direct shots to specific areas to level the playing field. For example, near the launch area, the runway may be sloped down and inward to direct shorter shots from beginning players toward the target. The runway may be sloped away from bunkers and hazards to minimize the likelihood that a beginning player will have an attempt that rolls into them. The protected bunkers and/or hazards may come into play more often by attempts that carry all the way into the bunkers or hazards, making the bunkers and hazards more accessible to attempts from longer players.

Combinations of downslope, bumper slope, outward side slope, inward side slope, and/or slope around obstacles may create stations that have varying degrees of handicapping. Slopes may be positioned in locations where beginning players tend to advance the projectile to help keep the projectile playable and in a comparable position to that of an advanced player.

The conditions and characteristics of the runway may enhance or minimize the effect any slope has on leveling the playing field. For example, the firmness of the runway, grass length of any grass or other plant life in the runway, thickness of any in the runway, texture of the runway, and many other conditions may be adjusted to alter the effect of the slope. Firmer runways may allow a shorter attempt to roll farther down the slope toward the target, while softer runways may inhibit this roll. In embodiments using inward side slopes, firm runways may help to increase the amount of correction for wayward shots. The firmness of the runway may be altered by many factors, such as, but not limited to, the moisture content of the runway grass and/or soil, the materials that makeup the runway, the length of the grass, whether the runways have been rolled or the soil has otherwise been packed or tamped. Shorter grass, more compact ground, and/or drier runways may lead to firmer runways and increased rolling ability. Runways and/or targets may be made from sand, gravel, dirt, and/or any other natural or manmade material. Materials such as dirt and sand may be used to stop attempts quickly upon impact and to limit roll. Using such materials on a target may aid a beginning player in stopping a rolling projectile on a target quickly, preventing the attempt from rolling all the way over the target.

In some embodiments, the grass length and/or thickness may alter the slope effect. For example, long grass tends to resist rolling more than short grass. Shorter grass may encourage rolling, with less grass in contact with a rolling projectile resulting in lower friction force being applied to the projectile. Similarly, less dense grass will provide less resistance and friction than more dense grass. The grass density may be adjusted by the amount of grass seed planted and/or by selection of a variety of grass. For example, grasses such as bentgrass and zoysiagrass are densely growing varieties that may slow a rolling ball quicker than other grass varieties if allowed to grow sufficiently long.

In some embodiments, the texture of the runway may alter the effect of the slope. Smooth runways may encourage rolling better than rough or coarse textures. The texture may be affected by the grass height and/or variety, as well as other factors such as how the grass is mowed. The runway may be a fairly flat surface to encourage roll toward a target, or may include some undulations that may inhibit roll toward the target.

In some embodiments, the placement of obstacles, such as water, long grass or plant life, soft sand areas to stop projectiles short of the target, and/or trees, may help to create a more level playing field. For example, bunkers and hazards may be placed in locations that are more likely to be reached by advanced players. As one example, a soft sand area may be placed in the runway at a distance likely to be reached by advanced players who have longer traveling attempts. Beginning players may not be able to advance projectiles far enough to reach the obstacle, so it will largely affect advanced players, leveling the playing field between the players of different ability levels. The placement of bunkers and hazards may be used in conjunction with slope to help beginning players avoid rolling attempts into the hazards by having the runway or playing surface slope away from the hazard. Additionally, the runway may be narrower in expecting landing areas for attempts by advanced players. Thus, advanced players must have more accurate attempts to stay in the runway and avoid any obstacles.

In some embodiments, the runway or playing surface may be a synthetic material, such as a plastic. This allows for very precise control over the speed, firmness, slope, and/or other characteristics of the runway. The density and length of the synthetic surface may provide a consistent surface that is designed to provide a very precise amount of roll to even the playing field.

In some embodiments, slower runways may be desired to keep wayward attempts from going offline or near obstacles. For example, an attempt that advancing left or right of the target may be slowed and kept within the runway or closer to the runway upon landing on a softer playing surface. Slower runways may be soft, wet, and/or have long and/or dense grass.

In some embodiments, the length of the course or gaming facility may be designed to level the competition between players of different abilities. For example, the course may include much shorter stations to minimize the length advantage of a more advanced player. For example, a course may include only stations that are short enough that both a beginning player and an advanced player may advance a projectile to them in a single attempt. While utilization of slope and surface materials is often sufficient to handicap a station or course from a single launch area, some embodiments counteract the length advantage between players of different ability levels may by having separate launch area for players of different ability levels. For example, a station may have two or more launch areas to accommodate players of different ability levels. Advanced players who produce longer attempts may have a launch area that is positioned farther from the target than a launch area for shorter players, such as beginners. In some embodiments, a station may have many launch areas to provide players with various distance differences between launch areas to provide an appropriate advantage to a less skilled player. Multiple launch areas may also be positioned around a single target to allow players to select the distance, angle, effective slope and/or combination of obstacles for a particular station. It will be appreciated that unlike other handicap systems, such as those used in golf and bowling, the handicaps provided by the systems described herein are not mathematical, but instead actually may provide beginners the ability to advance a projectile to a target in the same number of actual shots or attempts as an advanced player.

The slope of a target may alter the level of difficulty for players of different abilities. For example, the target may include one or more upward slopes or downward slopes which vary the difficulty level of advancing a projectile to the target. The severity of each of these slopes may also affect the amount of difficulty and or handicapping effect the slopes may have. For example, a steeply upward sloping station may receive and stop shots from the runway well, while more gradual slopes may provide less stopping help for incoming shots. The degree of any of the slopes of the target may be between 3°-22°, and more commonly 7°-18° from horizontal. The targets may also be sloped relative to the runway to help stop rolling shots and keep the shots on the target, such as by using the bumper slopes as described above. When used in combination with an upward sloping target, a bumper slope may greatly aid a beginner in getting a rolling projectile to stop on the target. In embodiments using dirt or sand targets, a target sloped upward from front to back will quickly stop a rolling projectile on the target.

In some embodiments, the target may include one or more pins that a player may aim at. Pins may be designed to be easily visible from a launch area, such that a player can easily focus on the pin. For example, a pin may be several inches or feet in diameter, and may include visually noticeable features, such as flags, bright colors, lights, and/or any other feature that may allow a player to readily identify the pin. In some embodiments, the target may include additional features to aim at, such as raised receptacles. Raised receptacles, such as buckets, provide alternative goals and allow additional games to be played, such as contests to land a projectile within the receptacle. Targets having multiple features to aim may be particularly useful in betting contests and games of “HORSE.”

Pin placement may be adjusted to reduce the difficulty of attempts into a target by beginning players as well. Many beginning players tend to advance the projectile lower and shorter than advanced players, and as a result often roll attempts up onto a target rather than landing projectiles on the target from flight. Pins may be positioned in areas where flying an attempt to the pin is difficult and risky, while rolling a projectile up onto the target is easier. For example, a pin may be positioned near a front left or right corner of a target that is protected in front and to the side by one or more obstacles. To fly a projectile and land it near the pin, a player must advance the projectile with very precise distance control and aim to carry the attempt over and/or around the obstacle while still keeping the ball near the pin. The added difficulty makes the advanced player take a very difficult attempt, or aim for a safer portion of the target. The beginning player may safely roll an attempt up the center of the target away from the obstacle. On such a station, both players may try a safe attempt toward a similar portion of the target, or the advanced player may take a big risk to aim at the pin, thus leveling the difficulty.

The materials the target is made of may be selected to alter the difficulty level for various ability levels. For example, different types of grasses may be used, such as Bermuda grass, rye grass, bentgrass, and the like. In some embodiments, the target may be made of a synthetic material, such as a plastic or felt. The synthetic material may be used to precisely control the rolling and projectile retention characteristics of the target. In other embodiments, the target may be a sand target. In some embodiments, the sand target may be oiled, for example, using soybean oil or other environmentally safe oil. The oil creates a faster, more consistent surface while preventing loose sane from blowing away. The more friction a target surface has, or how sticky the target surface is, contributes to the ability to stop a projectile on the target. Ridges and other features a rolling projectile may come into contact with may be formed into the target to further slow projectiles. For example, a sand target may have ridges and/or grooves formed by raking the sand.

Equipment choices may also be used to reduce a gap in skill level between players of different ability levels. For example, a hitting, striking, or other launching tool may vary the difficulty to a player. A launching tool may include a bat, club, racket, bow, stick, firing mechanism, or any other equipment used to propel a projectile. Advanced players may use launching tools that are more challenging to hit or otherwise propel projectiles with, that are less forgiving on mishits, and/or that reduce the force applied to a projectile. Beginning players may use launching tools that are easier to hit or otherwise propel projectiles with, more forgiving on mishits, and/or that increase force applied to a projectile. By providing beginners with easy to use launching tools and/or providing advanced players with very difficult to use launching tools, the discrepancy in score between players of different ability levels may be minimized.

The selection of projectiles may also play a role in reducing the scoring gap between players of different ability levels. Characteristics of projectiles, such as mass, density, size, shape, texture, material, durometer, and the like may be selected to offset ability levels. For example, an advanced player may use a projectile having reduced mass while the beginning player uses a more massive projectile. Projectiles of reduced mass tend to fly shorter distances, thus negating some or all of the advanced player's length advantage. Similarly, the density of the projectile may be selected for each player to negate distance differences between the players. Projectile size may also be used to offset ability differences. For example, smaller projectiles tend to fly farther than larger projectiles, especially in windy conditions where the smaller projectile experiences less drag and produces a smaller wake while flying than a larger projectile. Use of a smaller projectile may be advantageous to a beginning player when an advanced player uses a standard or oversized projectile.

Projectile aerodynamics may also factor in to reducing a gap in ability level. Projectiles may have various shapes or structures, such as spherical balls, prolate spheroids such as a football, arrows, bean bags, pucks, discs, tubes, and any other shape or structure. Projectiles may also include any number of surface textures. For example, a dimple pattern and/or depth may be used to alter how well a projectile flies. The dimples may be combinations of grooves, circular dimples, hexagonal dimples, and/or other regularly and irregularly shaped dimples. Dimple shapes, sizes, depths, and/or patterns may be selected that optimize flight patterns for beginning players, while an advanced player may use a projectile that has dimples that reduce the flight distance and/or make it more difficult to accurately advance the projectile. For example, an advanced player may use a smooth, dimpleless ball. A smooth ball creates less lift and encounters a greater drag force than a dimpled ball. This can reduce flight distance by more than half compared to a dimpled ball made of the same materials. Smooth balls may reduce the scoring ability of an advanced player closer to the level of a beginner.

Projectiles may be made of any number of materials, such as foams, harder plastics, and the like. Foam and hard plastic balls are designed to fly a much shorter distance than projectiles of more dense materials. For example, hard plastic and/or foam balls may be solid with dimples, solid with grooves, solid and smooth, or may include one or more stations. The balls may also be hollow.

While courses, training facilities, and equipment selections may be used to level the playing field for players of different ability levels, the course and equipment may be adjusted to make the game harder for beginners. For example, a course may include upward slopes that make it more difficult for beginners to score as well as advanced players. More advanced players oftentimes have a better ability to hit shots to elevated surfaces, such as elevated runways and targets. By having the runway slope up, such that the target is elevated above the launch area, a station is created that provides an advantage to a more advanced player. A target may be sloped downward from front to back to make it difficult for rolling projectiles to stop of the target. Equipment choices can be made that optimize an advanced player's game. It will be appreciated that any combination of course features and/or equipment selections may be used to alter the difference in playing ability between players of all ability levels, either to increase the differences or to minimize them.

In some embodiments, the gaming system or training facility may be used for games such as golf. Additional course considerations may be made in such applications of the training facility. For example, a launch area may have an upward slope that helps beginners hit higher shots that carry farther. As another example, the launch area, here a tee area, may include a side slope that can effectively train a golfer how to hit a shot that fades or draws. A slope that places the golfer's feet above the ball may teach a golfer how to hit a fade, while a slope that places the golfer's feet above the ball may teach a golfer how to hit a draw. Launch areas may be sloped between about 3°-22°, more commonly 7°-18° from horizontal. By providing such tee areas, a training facility may allow a beginning golfer to learn how to these shots. Stations may be designed such that a ball naturally follows a path to the green when hit with the desired draw or fade. In some embodiments, the tee areas may be made of synthetic materials, such as plastics. Synthetic launch areas or mats may be used to precisely control the hitting surface conditions. A mat or launch areas may include synthetic grass blades or fibers that simulate different types of grasses, thicknesses of grass, lengths of grass, and/or different hazard conditions. Beginning players may opt for more ideal hitting surfaces, while advanced players may hit from more difficult conditions. Additionally, the use of synthetic tee areas may provide a hitting surface of little to no resistance that is easier on a golfer's muscles and joints, allowing for increased training and game playing.

When used as a golf course, the gaming system as described herein may use much less land than a standard golf course. In some embodiments, golf courses may be constructed on as little as 1.5 acres or less. In some embodiments, the reduction in size of a golf course can be achieved by having multiple launch areas from which a player can hit to a green or other target. The selection of degree of slope and/or playing equipment may also allow a course to be constructed on a small amount of land.

Referring now to FIG. 1, a station 100 having a runway 104 with a downslope is shown. Runway 104 extends between a launch area 102 and a target 106. In some embodiments, the downslope may have an angle 108 that is between about 3° and 22° from horizontal. More commonly, the downslope of angle 108 is between about 7° and 18° from horizontal. This downslope helps beginning players advance projectiles that roll far enough to stop a comparable distance from launch area 102 as a projectile advanced by a highly skilled player, thus making the station 100 play more evenly for players of different ability levels. The greater angle 108, the more a beginner's rolling attempt may be aided by the slope. The target 106 may include an upward slope having angle 110 or a downward slope having angle 112. The larger angle 110 is, the easier it is to stop a rolling projectile on target 106, making the game easier for a beginner. The larger the angle 112, the more skill required to stop a rolling projectile on target 106. Angles 110 and 112 may be between about 3° and 22° from horizontal. More commonly, the angles are between about 7° and 18° from horizontal. Station 100 may also include a bumper slope having an angle 114. The smaller angle 114 is, the more severe the contrast between a slope of the runway 104 and a slope of the target 106. The more severe the contrast is, the more a rolling projectile may be popped up and/or slowed down to stop on target 106. Angle 114 may be any angle, but in many embodiments, angle 114, which also the angle of the runway 104 relative to the target 106, is between about 136° and 177° to reduce the momentum of a rolling projectile.

It will be appreciated that the angles disclosed in FIG. 1 may be constant angles, variable angles, and/or include areas of each. For example, a portion of the runway 104 may have a constant slope of 15° from horizontal, while a portion of the runway 104 near the launch area 102 and/or the target 106 may have a contour having an angle that varies between 3° and 15°. It will also be appreciated in some embodiments, the angles shown may reflect an average angle, as some areas of the components of station 100, as well as some of the junctures between the components, may have areas where the angle is outside of the claimed ranges. For example, the junctures may include an arc to blend surfaces of the launch area 102 and the runway 104 such that a portion of the juncture may be flat, having an angle of 0° from horizontal. Additionally, while shown as a single surface, runway 104, as well as other components, may have a more complex geometry, such as by including tiers and other surface structures.

Launch area 102, runway 104, and target 106 may be formed from any number of natural and/or synthetic materials. Each of the components may be have a different composition, and in some embodiments, a component may be formed from multiple materials. For example, the launch area 102, runway 104, and/or target 106 may be formed of grass, dirt, sand, gravel, mulch, artificial turf, oiled sand, other natural and/or manmade materials, and/or combinations thereof. The materials may be selected based on whether the station 100 is indoors or outdoors, based on a climate of the location of the station 100, based on a cost of construction and/or maintenance, and/or may be selected for handicapping properties. For example, sand or mulch may be used to quickly stop a projectile, making it easier for a beginning player to roll a projectile onto the target 106 and get the projectile to stop on the target 106. Materials such as grass or artificial turf may be used to increase the difficulty, requiring a more precise attempt to get a projectile to stop on the target 106.

Along with materials, a texture of surfaces of one or more of the launch area 102, runway 104, and/or target 106 may be selected to further handicap the station 100, such as by making it harder for some players to stop a projectile near target 106 and/or by making it easier for other players to stop the projectile near target 106. For example, some or all of the surfaces may include ridges, bumps, grooves, or indentations, smooth areas, other textures, and/or combinations thereof. The textures may be arranged to create a desired handicapping effect. For example, bumps, indentations, and/or ridges and/or grooves that extend substantially perpendicular to a horizontal length of the runway 104 may be used to slow a projectile. In other embodiments, ridges and/or grooves extending along the horizontal length of runway 104 may be used to guide a rolling projectile, such as guiding it toward the target 106. The textures may be positioned in any arrangement to provide desired handicapping of a difficulty level of a station 100.

FIG. 2 depicts a station 200 having a runway 204 with an upward slope. Runway 204 extends between a launch area 202 and a target 206. In some embodiments, the upward slope may have an angle θ that is between about 3° and 22° from horizontal. More commonly, the upward slope of angle θ is between about 7° and 18° from horizontal. This upward slope provides an advantage to advanced players who may advance a projectile longer and higher than a beginning player. As described above with regard to FIG. 2, station 200 may utilize various materials and/or textures, as well as combinations of constant and/or variable angles, to further tailor a handicap provided by the station.

FIG. 3 illustrates a station 300 having a runway 304 with inward sloping sides 306. Runway 304 and inward sloping sides 306 extend between a launch area 302 and a target 308. In some embodiments, the inward side slope may have an angle θ that is between about 0° and 20° from horizontal. More commonly, the inward side slope of angle θ is between about 3° and 20° from horizontal. The inward sloping sides 306 may funnel offline attempts back toward a center of runway 304 and/or to target 308, thus helping beginning players keep the projectile in line with the target 308. These lateral inward and outward slopes may be combined with the downslopes, upslopes, materials, and/or textures described herein to provide a desired handicap. Additionally, one or more bumper slopes may be provided to help reduce the momentum of rolling projectiles.

FIG. 4 shows a target 400 having a bumper slope 402 extending along a front edge of the target 400. Bumper slope 402 may be formed from a juncture of the runway and target 400, such as by an upslope of the target 400 relative to a runway, from a surface extending between a runway and an elevated target 400, and/or from a bump or dip between the runway and target 400. Bumper slope 402 may include one or more types of slopes, and may have a constant or variable slope. In some embodiments, the angle of bumper slope 402 may vary along a length of bumper slope 402. In some embodiments, a bumper slope may extend across one or more portions of the target. For example, FIG. 5 shows a target 500 having bumper slopes 502 positioned along one or more portions of a front side of target 500. While shown here having two similarly shaped bumper slopes 502, any number of bumper slopes 502 having any size, shape, degree of slope, and/or position around the target 500 may be included. The bumper slope may have an angle between 3° and 22° from horizontal. Bumper slopes may be formed of any number of natural and/or synthetic materials, such as grass, dirt, sand, gravel, mulch, artificial turf, wood, or oiled sand. In some embodiments, the material may be selected based on a hardness or softness, which may determine how much a rolling projectile pops up, slows down, and/or is otherwise affected by contacting the bumper slope. The hardness or softness may be increased or decreased as an absolute value, such as using a hardness measurement known in the art of the material of the bumper slope, and/or by adjusting the hardness relative to that of the other components. A height and/or length of the bumper slope may also affect how much momentum of a rolling projectile is reduced. Similarly, heights and/or lengths of runways and/or targets may be selected to provide desired handicapping characteristics.

FIGS. 6-8 show embodiments of bumper slopes formed between a runway and a target. For example, FIG. 6 shows a launch area 600, runway 602, and target 604. Target 604 is elevated relative to a bottom end of runway 602, forming a bumper slope 606. Bumper slope 606 may have a constant and/or variable slope that extends between the runway and the target to slow rolling projectiles. FIG. 7 shows a launch area 700, runway 702, and target 704. A bumper slope 706 formed from a bump rising above the runway 702 and/or target 704 is positioned between the target 704. FIG. 8 shows a launch area 800, runway 802, and target 804. A bumper slope 806 formed from an upslope of a dip formed below the runway 802 and/or target 804 is positioned between the target 804. Rolling projectiles that strike these bumper slopes may pop up and/or slow down. This makes it easier for a player to stop a rolling projectile on the target. The more severe the slope of this bumper is, the more the momentum of the rolling projectile is reduced. More gradual bumper slopes may do very little to slow a rolling projectile, reducing the amount of handicapping of the course. It will be appreciated that various combinations of the features shown in the Figures may be utilized in accordance with the present invention.

FIG. 9 depicts a flowchart for a process 900 of handicapping a competition between two or more players. Process 900 may provide a natural handicap that allows a beginning player to advance a projectile to a target in a same number of actual attempts as an advanced player. Process 900 may begin with determining a desired difficulty level of a competition for two or more players attempting to advance a projectile toward a target at block 902. This may be done, for example, by finding an average ability level of people of various skill levels. This may include analyzing typical distance and accuracy abilities in advancing projectiles. At block 904, a launch area, the target, a runway extending between the launch area and the target, and a bumper slope positioned between the runway and the target may be provided. These features may be as described above with regard to FIGS. 1-8. A slope of the runway, an upslope of the bumper slope, and a slope of the target may be selected based on the desired difficulty level to make the competition more difficult for at least one player, easier for at least one player, or both at block 906. For example, if there is a large discrepancy between the distance capabilities of beginners and advanced players, a downslope of the runway may be more dramatic to aid a beginner in advancing the projectile a longer distance. A material and a texture of the target and/or other features may be selected based on desired difficulty level at block 908. Selecting materials and/or slopes of the various features may involve any number of combinations to achieve a desired handicapping level. Additional considerations, such as a length and/or height of the various features may be taken into account to further tailor a handicap to suit a desired purpose and level a playing field between competitors. 

What is claimed is:
 1. A gaming system for providing a handicapped level of competition between two or more players, the gaming system comprising: a launch area; a target; and a runway extending between the launch area and the target, wherein the runway has a runway slope having an angle of between about 3 and 22 degrees from horizontal such that an elevation of the launch area is above or below an elevation of the target, the runway slope handicapping a difficulty level of a competition for two or more players attempting to advance a projectile toward a target by making the difficulty level more difficult for at least one player, easier for at least one player, or both.
 2. The gaming system for providing a handicapped level of competition between two or more players of claim 1, further comprising: a slope between the runway and the target, wherein the slope comprises an angle of between about 3 and 22 degrees from horizontal such that an elevation of the target is above an elevation of the runway.
 3. The gaming system for providing a handicapped level of competition between two or more players of claim 1, further comprising: a bumper slope positioned between the runway and the target, the bumper slope comprising an upslope extending above a base of the runway and toward the target, the bumper slope being configured to slow down a rolling projectile, force the rolling projectile to launch off a surface of the bumper slope, or both to modify the difficulty level of the competition.
 4. A gaming system for providing a handicapped level of competition between two or more players, the gaming system comprising: a launch area; a target; a runway extending between the launch area and the target, wherein the runway has a runway slope having an angle of between about 3 and 22 degrees from horizontal such that an elevation of the launch area is above or below an elevation of the target, the runway slope handicapping a difficulty level of a competition for two or more players attempting to advance a projectile toward a target by making the difficulty level more difficult for at least one player, easier for at least one player, or both; and a bumper slope positioned between the runway and the target, the bumper slope comprising an upslope extending above a base of the runway and toward the target, the bumper slope being configured to reduce momentum of a rolling projectile to modify the difficulty level of the competition.
 5. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the target comprises a slope of between 3 and 22 degrees from horizontal.
 6. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the runway is at an angle of between 136 and 177 degrees relative to the target.
 7. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: reducing the momentum of the rolling projectile comprises slowing down the rolling projectile, forcing the rolling projectile to launch off a surface of the bumper slope, or both.
 8. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: a texture of the target comprises one or more of ridges, bumps, grooves, or indentations.
 9. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the target comprises one or more of grass, dirt, sand, gravel, mulch, artificial turf, or oiled sand.
 10. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope is formed from a juncture of the runway and the target.
 11. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope comprises a bump protruding above a surface of the runway, the target, or both.
 12. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope comprises a dip extending below a surface of the runway, the target, or both.
 13. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope is extends along a portion of a juncture between the runway and the target.
 14. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: an angle of one or more of the runway slope, the upslope, or a slope of the target is variable.
 15. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the runway comprises a lateral slope that is sloped inward or outward from a center of the runway.
 16. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the upslope comprises an angle of between 3 and 22 degrees from horizontal.
 17. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope comprises one or more of grass, dirt, sand, gravel, mulch, artificial turf, wood, or oiled sand.
 18. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope is more firm than one or more of the runway or the target.
 19. The gaming system for providing a handicapped level of competition between two or more players of claim 4, wherein: the bumper slope is less firm than one or more of the runway or the target.
 20. A method of handicapping a competition between two or more players, the method comprising: determining a desired difficulty level of a competition for two or more players attempting to advance a projectile toward a target; providing a launch area, the target, a runway extending between the launch area and the target, and a bumper slope positioned between the runway and the target; selecting a slope of the runway, an upslope of the bumper slope, and a slope of the target based on the desired difficulty level to make the competition more difficult for at least one player, easier for at least one player, or both; and selecting a material and a texture of the target based on desired difficulty level. 